Loading...
Loading...
Found 14 Skills
Game audio engineer using Strudel.cc for background music and Web Audio API for sound effects in browser games. Use when adding music or SFX to a game.
Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration. Brings deep knowledge of FMOD, Wwise, and native engine audio systems to create immersive sonic experiences that respond dynamically to gameplay. Use when "game audio, sound design, game music, FMOD, Wwise, spatial audio, 3D sound, audio middleware, game sfx, adaptive music, interactive audio, audio bus, game mixing, audio occlusion, reverb zones, audio pooling, sound manager, audio, sound, music, game-audio, fmod, wwise, spatial-audio, middleware, mixing, sound-design" mentioned.
Use this skill when designing or implementing audio systems for games - sound effects, adaptive music, spatial/3D audio, and middleware integration with FMOD or Wwise. Triggers on sound design, audio implementation, adaptive music systems, spatial audio, HRTF, audio middleware setup, sound event architecture, audio mixing, dynamic soundscapes, and game audio optimization. Covers FMOD Studio, Audiokinetic Wwise, and engine-native audio APIs.
Interactive audio specialist - Masters FMOD/Wwise integration, adaptive music systems, spatial audio, and audio performance budgeting across all game engines
Game audio principles. Sound design, music integration, adaptive audio systems.
Invoke when the user asks about sound design, music direction, audio identity, adaptive audio, spatial audio, SFX, sonic palette, dialogue systems, audio middleware, dynamic music, or sound bible creation. Triggers on: "sound design", "music", "audio", "SFX", "adaptive audio", "spatial audio", "sonic palette", "FMOD", "Wwise", "sound bible". Do NOT invoke for narrative dialogue writing (use game-narrative-director) or creative vision (use game-creative-director). Part of the AlterLab GameForge collection.
Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
Digital Audio Workstation usage, music composition, interactive music systems, and game audio implementation for immersive soundscapes.
Game audio systems, music, spatial audio, sound effects, and voice implementation. Build immersive audio experiences with professional middleware integration.
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
Full pipeline audio system generator. Use when building complete game audio systems that span MetaSounds + Blueprint + Wwise layers, generating AAA project structures, or orchestrating multi-layer audio from a natural language description.
Use this skill when adding audio or sound to a Phaser 4 game. Covers loading audio, playing sounds, music, volume, spatial audio, Web Audio API, and SoundManager. Triggers on: sound, audio, music, volume, mute.